Devil May Cry 4 (Collector's Edition) Walkthrough & Strategy Guide

You've now got the power of the Anima Mercury, and while we've no idea what that means we do know that it lets you use the various gyro blades spaced throughout the castle. There's one such gyro blade in the library—activate it with the Devil Bringer, charge it up with the sword, and smack it into action with another punch from the Devil Bringer. The gyro blade will rocket across the room. Knock it into the barrier that blocks the door so you can backtrack through the library.

Continue into the next hall where you'll find more enemies to fight. This time, however, you've got scarecrows and frosts. While you can fight them normally, you can also try out the gyro blade at the back of the room. Charge it up and smack it into action to make it bounce around the room, killing the enemies it touches. Clear the room, then go to the grand hall and, from there, to the large hall.

At the far, southwest end of the large hall is a barrier that can be destroyed by a gyro blade, and low and behold, there's a pair of gyro blades at the northern end of the hall. Knock one of the gyro blades down the hall to smash open the barrier, revealing a third gyro blade. Naturally, the hall fills with scarecrow enemies as you unlock the new gyro blade. No matter—just charge up one of the gyro blades and send it flying down the hall to wipe out the lot in one swoop.